The Agents are a LIGHT Fairy-type theme that has existed since one of the oldest sets of Yu-Gi-Oh! TCG: Ancient Sanctuary. The Agents are all named after the Planets of the Solar System; or alternatively after the Roman Gods. Originally The Agents gained effects based on having higher Life Points than your opponent's, but this strategy was too fragile to ever be competitive. The Agents were never a competitive force until the release of the Structure Deck: Lost Sanctuary in which they gained the necessary tools to compete with the top tier of the metagame.

Currently in the OCG Agent Fairy has become one of their Tier 1 deck-types. In the short amount of time Agents have been in the TCG, they have already made an impact everywhere on the competitive scene. Agents also won 2011 Worlds. Entering the 2011 September format, Agents are looking to be one of the most dominate decks of the format since they have not been remotely touched by the Forbidden/Limited List.

Agent Fairies run a fairly standard amount of Monsters. The play-style derived from the new-age Agent Fairies is that of a Control deck that has the ability to Shift into a very aggressive deck. Agent Fairies also have the ability to amass large amounts of card advantage as well as explode with the potential to OTK your opponent. Being an archtype that consists of all Light Fairies they can tap into the support of both their attribute and type. They Special Summon a fair amount with the ability to Synchro Summon and Xyz Summon as well.

Most of the Spell Cards in a Agent Fairy deck will consist of the standard + the maximum amount of consistency cards such as Pot of Duality and Cards from the Sky. In addition to those standard Spells are ran as well.

There isn't a large amount of Trap Cards used in Agent Fairy decks. Most consist of the same standard metagame Trap Cards with the possible exception of some unique Trap Cards that can be used by Fairies or decks focused around The Sanctuary in the Sky.

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The Agents & Allies

I'm going to name off the popular Agents first and their support, and then note some of the lesser used Agents below them in less detail.

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Master Hyperion
Light/Fairy/8/2700/2100
You can Special Summon this card from your hand by removing from play 1 "The Agent" monster in your hand, field, or Graveyard. Once per turn, you can remove from play 1 LIGHT Fairy-Type monster from your Graveyard to select 1 card on the field, and destroy it. If "The Sanctuary in the Sky" is face-up on the field, you can activate this effect up to twice per turn.

The Boss Monster of the deck released in Structure Deck: Lost Sanctuary. While it's name doesn't include "The Agent" this card is one that is only usable with them. This card is similar to that of a miniature Dark Armed Dragon, only easier to Summon and can be run in 3's. This card can gain a large amount of card advantage and is without a doubt the best monster of the deck. This card can also be Tribute Summoned if need be. Run 3.

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Archlord Kristya
Light/Fairy/8/2800/2300
If you have exactly 4 Fairy-Type monsters in your Graveyard, you can Special Summon this card from your hand. When you do, add 1 Fairy-Type monster from your Graveyard to your hand. Neither player can Special Summon monsters. If this face-up card would be sent from the field to the Graveyard, it returns to the top of the owner's Deck instead.

This is the second Boss Monster of the deck. Aside from the fact of it being huge, it also has a built in Royal Oppression. This card is crucial to killing a lot of the current decks in the metagame. The ability to add a Fairy to your hand when it is Special Summoned just adds to this card being more ridiculous than it needs to be. In addition to that whenever it dies, it goes back to the top of your deck. As long as you can maintain the 4 Fairies in Graveyard this card will be live. Be careful with your Graveyard and Field management when using this card. Also like Hyperion, it can also be Tribute Summoned if need be. Run 2.

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Black Luster Soldier - Envoy of the Beginning
Light/Warrior/8/3000/2500
This card can only be Special Summoned by removing 1 LIGHT and 1 DARK monster in your Graveyard from play. Once during each of your turns, you can select and activate 1 of the following effects:
- Remove 1 monster on the field from play. If you activate this effect this card cannot attack during this turn.
- If this card destroyed your opponent's monster as a result of battle, it can attack once again in a row.

The new addition to the deck as an additional Boss Monster, if you run a suitable amount of Darks to support him. There isn't much to be said about this behemoth. The last time this card was legal was in the Goat Control format of the game and has been on the banned list for about 6 years. It stayed banned for a very long time for a very good reason. It is extremely powerful and flexible card. Run 1 in TGU Agents and T.G. Agents, 0 in Pure Agents.

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The Agent of Mystery - Earth
Light/Fairy/2/1000/800/Tuner
When this card is Normal Summoned you can add 1 "The Agent" monster from your Deck to your hand except "The Agent of Mystery - Earth". While "The Sanctuary in the Sky" is face-up on the field you can add 1 "Master Hyperion: from your Deck to your hand instead.

This is the Elemental Hero Stratos of "The Agent" archtype released in Structure Deck: Lost Sanctuary. It searches one of the most important Agent monsters in the deck and in addition to that free +1 it supplies, it is also a Tuner. Amazing card is amazing. Run 2-3.

The Agent of Miracles - Jupiter
Light/Fairy/4/1800/1000
Once per turn, you can remove from play 1 "The Agent" monster in your Graveyard to select 1 face-up LIGHT Fairy-Type monster you control. The selected monster gains 800 ATK until the End Phase. While "The Sanctuary in the Sky" is face-up on the field, once per turn, you can discard 1 Fairy-Type monster to select 1 of your removed from play LIGHT Fairy-Type monster, and Special Summon it.

This is the beatstick of the Agent monsters, newly released from Structure Deck: Lost Sanctuary. He is not the best but he has his uses since he can self-pump himself up to 2600 attack which can run over a lot of popular cards in the metagame such as Stardust Dragon. Run 0-1.

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Herald of Orange Light
Light/Fairy/2/300/500/Tuner
You can send this card and 1 other Fairy-Type monster from your hand to the Graveyard to negate the activation of an effect of an Effect Monster your opponent controls, and destroy it. You can activate this effect during either player's turn.

This is simply a monster-form of Divine Wrath with the cost being another in-hand Fairy monster. It is not hard to pull off at all. It is also a Tuner so you can use it for Synchro Summons if need be. This card in Pure Agent Fairies is vastly superior to Effect Veiler, while in T.G. Agents is worse than Effect Veiler and in TGU Agents is player preference with Effect Veiler. Run 3 in Pure, 0 in T.G. Agents, and 2-3 in TGU Agents if you prefer this over Effect Veiler.

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Sangan
Dark/Fiend/3/1000/600
When this card is sent from the field to the Graveyard, select 1 monste with an ATK of 1000 or less from your Deck, show it to your opponent, and add it to your hand. Then shuffle your deck.

Honest
Light/Fairy/4/1100/1900
During your Main Phase, you can return this card from the field to its owner's hand. During either player's Damage Step, when a face-up LIGHT monster you control battles, you can send this card from your hand to the Graveyard to have that monster gain ATK equal to the ATK of the opponent's monster it is battling, until the End Phase.

Solid card overall. It is both a Light and a Fairy type meeting the requirements of many cards. All of your monsters are Light. What isn't there to like about Honest? Run 1.

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Tour Guide from the Underworld
Dark/Fiend/3/1000/600
When this card is Normal Summoned, you can Special Summon 1 level 3 Fiend-Type monster from your hand or Deck. Its effects are negated and it cannot be used as a Synchro Material Monster.

Pure Agents is extremely standard to the deck from the 2011 March format. They run 3 Herald of Orange Light, 3 The Agent of Mystery - Earth, 3 The Agent of Creation - Venus, etc. There isn't a whole lot to go over. For those interested in seeing what a Pure Agent build looks like look in the Deck Example section of this guide. Pure Agents is believed to be the weakest variant of the 3 currently.

D) Hyperion Herald

I'm not going to go over extreme detail about the deck as there is already a guide for Herald of Perfection that can be found here. This is the synopsis from the thread for the deck.

- Call of the Haunted - (One of the most generic revival cards in the game for years, this card can now be used in a pair in decks and is potent just for the single idea of running Tour Guide from the Underworld beside it to abuse with Sangan, or to continuously re-use your Honest)
- Mind Crush - (Now at two, this card has always been very good for stopping a lot of decks of the format because decks like to search a lot, and with increased hand size and the game emphasis switching to searching and the likely increased use of Trap Dustshoot this card will be really good either as a main or side option in all decks)
- Miraculous Descent - (Recursion for your cards removed from play either by your opponents cards or the effects of Master Hyperion, The Agent of Miracles - Jupiter, or Cards from the Sky)
- Return from the Different Dimension (The deck fills the removed from play very quickly, so you can use this as another form of win condition).
- Threatening Roar - (Allows you to set-up big plays with The Agent of Mystery - Earth by protecting him in addition to being chainable and saving you from large pushes)
- Trap Dustshoot - (With the return of Heavy Storm, the game shall now have increased hand size of both players allowing the easy use of this card, more than likely will become a staple in the September 2011 format)

Let me start off by saying, all of these strategies vs. these decks are under the assumption of main-stream play.

THIS SECTION IS AWAITING YCS TORONTO TO BE UPDATED

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Conclusion + Deck Examples

Agents are a Tier 1 Deck, without a doubt. They dominate the competitive scene of OCG meta and their short time here in the TCG meta has already made an impact. For those looking into making Agent Fairies for the first time, if you are an old-school player and remember Chaos Return, this deck plays similar to that. if you like to generate mass card advantage or If you are looking for something with amazing consistency, or If you like a deck that can switch between being Passive and Aggressive very easy then this is the deck you have been looking for.

I have a YouTube Channel that I will be updating a lot more once I obtain a real camera. I will include a link as there will be Agent related material there, as well as other deck-types and other discussions about cards, the meta, etc.

Let's discuss how to further maximize the potential of this deck together. Below this statement I will include decks created by those that play Agents. If you wish to have a deck posted in the OP, PM me with the list and I will look over it.

Went 4-1 with pure at lolcals last week. Deck is pretty cool but I'm a bit iffy on it at the moment. Wanna try other stuff. Tried T.G. varient on DN but I just can't get the feel for it. Deck is really good but I'm not comfy with massive monster counts. 21 is the limit ;/

Subbing. We're going through these threads like Venus goes through Balls (lol?)

On topic: To Bunnyzilla - Compulsory and Threatening Roar are better than CotH and Miraculous this format. They are chainable to the annoying amount of trap hate going on and can stall so you can make big Earth/Venus plays. So before you get disgruntled and storm off, possibly you might ask people why they recommend things to you. Otherwise, don't ask.

Subbing. We're going through these threads like Venus goes through Balls (lol?)

On topic: To Bunnyzilla - Compulsory and Threatening Roar are better than CotH and Miraculous this format. They are chainable to the annoying amount of trap hate going on and can stall so you can make big Earth/Venus plays. So before you get disgruntled and storm off, possibly you might ask people why they recommend things to you. Otherwise, don't ask.

This. And awesome title Maou. So you're in England?

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Originally Posted by Ghosty Gh0st

This guide is more like a bar where people who play Chaos Drags get drunk and talk.

Went 4-1 with pure at lolcals last week. Deck is pretty cool but I'm a bit iffy on it at the moment. Wanna try other stuff. Tried T.G. varient on DN but I just can't get the feel for it. Deck is really good but I'm not comfy with massive monster counts. 21 is the limit ;/

I love high monster counts. One of the main reasons I went to fabled. Unfortunately, Fabled = WTF is consistency?!

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Originally Posted by Ghosty Gh0st

This guide is more like a bar where people who play Chaos Drags get drunk and talk.

Really meh. I guess it's OK since it can deny Monster reborn and the likes, and is better than DD Crow since your opponent has a larger deck, but MEH is not good enough for the main. And it's hardly chainable with Heavy, since it's kinda like MST. You wouldn't chain it. It's pointless.

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Originally Posted by Ghosty Gh0st

This guide is more like a bar where people who play Chaos Drags get drunk and talk.

You do know you can edit your posts, right? The button is at the bottom right of your posts.

This is from last thread:

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Originally Posted by uNFrozen

I get your point, and maybe I was a little strict (I didn't think so, again the language barrier makes things sound different to me ). For that, If I was too "trollish", I apologize. I was just trying to tell him:

It's ok. Apology accepted ;D. By the way, I'm not American or English, either. I'm from Dominican Republic. I'm pretty sure I read you're from Portugal. If so, that's awesome. I'm a huge fan of CR7 and watch some Son Sagres games from time to time (Porto pretty much ;p).

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Oh and JRC, thanks for the underlined.

Obrigado. Well, that's thanks, but I don't know how to say "you're welcomed" and my father doesn't remember (he used to work at Brazil).